diff options
Diffstat (limited to 'game/player')
-rw-r--r-- | game/player/PlayerBulletPool.cpp | 11 | ||||
-rw-r--r-- | game/player/PlayerBulletPool.h | 11 | ||||
-rw-r--r-- | game/player/PlayerBulletScript.cpp | 41 | ||||
-rw-r--r-- | game/player/PlayerBulletScript.h | 11 | ||||
-rw-r--r-- | game/player/PlayerBulletSubScene.cpp | 52 | ||||
-rw-r--r-- | game/player/PlayerBulletSubScene.h | 10 | ||||
-rw-r--r-- | game/player/PlayerEndScript.cpp | 6 | ||||
-rw-r--r-- | game/player/PlayerScript.cpp | 82 | ||||
-rw-r--r-- | game/player/PlayerScript.h | 14 | ||||
-rw-r--r-- | game/player/PlayerSubScene.cpp | 5 |
10 files changed, 235 insertions, 8 deletions
diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp new file mode 100644 index 0000000..5285ec8 --- /dev/null +++ b/game/player/PlayerBulletPool.cpp @@ -0,0 +1,11 @@ +#include "PlayerBulletPool.h" +#include "PlayerBulletSubScene.h" +using namespace std; + +void PlayerBulletPool::create_bullets(crepe::Scene & scn) { + PlayerBulletSubScene bullet; + int amount = 0; + while (amount < this->MAXIMUM_AMOUNT) { + amount = bullet.create(scn, amount); + } +} diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h new file mode 100644 index 0000000..9618d54 --- /dev/null +++ b/game/player/PlayerBulletPool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class PlayerBulletPool { +public: + void create_bullets(crepe::Scene & scn); + +private: + static constexpr int MAXIMUM_AMOUNT = 20; +}; diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp new file mode 100644 index 0000000..a823375 --- /dev/null +++ b/game/player/PlayerBulletScript.cpp @@ -0,0 +1,41 @@ + +#include <crepe/api/Camera.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.h> + +#include "PlayerBulletScript.h" + +using namespace crepe; +using namespace std; +void PlayerBulletScript::init() { + this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { + return this->on_collide(e); + }); +} +void PlayerBulletScript::fixed_update(crepe::duration_t dt) { + Transform & transform = this->get_component<Transform>(); + Camera & camera = this->get_components_by_name<Camera>("camera").front(); + Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + transform.rotation += bullet_body.data.angular_velocity * dt.count(); + transform.position += bullet_body.data.linear_velocity * dt.count(); + vec2 half_screen = camera.viewport_size / 2; + float despawn_location = cam_transform.position.x + half_screen.x + 50; + if (transform.position.x > despawn_location) { + this->despawn_bullet(); + } +} + +void PlayerBulletScript::despawn_bullet() { + Transform & transform = this->get_component<Transform>(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + bullet_body.active = false; + BehaviorScript & bullet_script = this->get_component<BehaviorScript>(); + bullet_script.active = false; + transform.position = {0, -850}; +} + +bool PlayerBulletScript::on_collide(const CollisionEvent & e) { + this->despawn_bullet(); + return false; +} diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h new file mode 100644 index 0000000..0637790 --- /dev/null +++ b/game/player/PlayerBulletScript.h @@ -0,0 +1,11 @@ +#pragma once +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Script.h> + +class PlayerBulletScript : public crepe::Script { +public: + void init() override; + void fixed_update(crepe::duration_t dt) override; + bool on_collide(const crepe::CollisionEvent & e); + void despawn_bullet(); +}; diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp new file mode 100644 index 0000000..5e1c66e --- /dev/null +++ b/game/player/PlayerBulletSubScene.cpp @@ -0,0 +1,52 @@ +#include <string> + +#include "../Config.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "PlayerBulletScript.h" +#include "PlayerBulletSubScene.h" +#include "PlayerScript.h" +using namespace crepe; +using namespace std; +int PlayerBulletSubScene::create(Scene & scn, int counter) { + string unique_name = "player_bullet_" + to_string(counter++); + GameObject player_bullet + = scn.new_object(unique_name.c_str(), "player_bullet", vec2 {0, -850}, 0, 1); + + Rigidbody & player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::KINEMATIC, + .linear_velocity = vec2 {400, 0}, + .angular_velocity = 300, + .kinematic_collision = false, + .collision_layers = {COLL_LAY_ENEMY, COLL_LAY_ZAPPER}, + + .collision_layer = COLL_LAY_PLAYER_BULLET, + + }); + player_bullet_body.active = false; + BoxCollider & player_bullet_collider + = player_bullet.add_component<BoxCollider>(vec2(30, 30)); + + Asset player_bullet_asset {"asset/other_effects/crepe.png"}; + Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>( + player_bullet_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2(30, 0), + } + ); + player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active + = false; + return counter; +} diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h new file mode 100644 index 0000000..72eda62 --- /dev/null +++ b/game/player/PlayerBulletSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PlayerBulletSubScene { +public: + int create(crepe::Scene & scn, int counter); +}; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index fb18f2f..4ae813f 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -62,7 +62,9 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { rb_player.data.angular_velocity = 0; rb_player.data.elasticity_coefficient = 0; - rb_player.data.linear_velocity = vec2(PLAYER_SPEED * dt, 0); + if (rb_player.data.linear_velocity.x != 0) { + rb_player.data.linear_velocity = vec2(PLAYER_SPEED * dt, 0); + } rb_player.data.linear_velocity_coefficient = vec2(0.5, 0.5); rb_camera.data.linear_velocity_coefficient = vec2(0.5, 0.5); for (Animator & anim : anim_player) { @@ -90,7 +92,7 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { jump++; } - if (rb_player.data.linear_velocity.x < 5) { + if (rb_player.data.linear_velocity.x < 5 && jump >= 3) { this->trigger_event<EndGameEvent>(); } diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index d45a519..14ad9cd 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -1,9 +1,11 @@ #include "PlayerScript.h" #include "../Config.h" +#include "../enemy/BattleScript.h" #include <crepe/api/Animator.h> #include <crepe/api/AudioSource.h> +#include <crepe/api/BoxCollider.h> #include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Transform.h> @@ -16,6 +18,41 @@ void PlayerScript::init() { subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + if (ev.repeat) return false; + return this->on_key_down(ev); + }); + subscribe<KeyReleaseEvent>([this](const KeyReleaseEvent & ev) -> bool { + return this->on_key_up(ev); + }); + this->last_fired = std::chrono::steady_clock::now(); + this->body = get_component<Rigidbody>(); +} + +bool PlayerScript::on_key_down(const KeyPressEvent & ev) { + if (ev.repeat) return false; + if (ev.key == Keycode::SPACE) { + const vec2 UP = {0, -1}; + this->help_kick(UP); + } + return false; +} + +bool PlayerScript::on_key_up(const KeyReleaseEvent & ev) { + if (ev.key == Keycode::SPACE) { + const vec2 DOWN = {0, 1}; + this->help_kick(DOWN); + } + return false; +} + +void PlayerScript::help_kick(const vec2 & direction) { + // softly "kick" the player (at start/end of flight) + vec2 & velocity = this->body->data.linear_velocity; + float kick_amount = std::min( + velocity.length() * PLAYER_HELP_KICK_SCALE, engine_gravity * PLAYER_HELP_KICK_MAX + ); + velocity += direction * kick_amount; } bool PlayerScript::on_collision(const CollisionEvent & ev) { @@ -59,7 +96,8 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) { audio.play(); return false; - } else if (ev.info.other.metadata.tag == "missile") { + } else if (ev.info.other.metadata.tag == "missile" + || ev.info.other.metadata.tag == "enemy_bullet") { for (Animator & anim : animators) { anim.active = true; anim.set_anim(5); @@ -91,9 +129,21 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { emitter.data.boundary.offset = vec2(0, -transform.position.y); } - Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); + Rigidbody & rb = this->body; + if (this->get_key_state(Keycode::ENTER)) { + + auto now = std::chrono::steady_clock::now(); + std::chrono::duration<float> elapsed = now - last_fired; + if (elapsed > shot_delay) { + this->shoot(transform.position, 0); + last_fired = now; + } + } if (this->get_key_state(Keycode::SPACE)) { - rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5) * dt.count() / 0.02); + rb.add_force_linear( + vec2(0, -1) * (engine_gravity * PLAYER_GRAVITY_SCALE * dt.count()) + ); + if (prev_anim != 1) { for (Animator & anim : animators) { anim.active = true; @@ -115,7 +165,8 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { current_jetpack_sound = 0; } } else if (transform.position.y == 195) { - if (prev_anim != 0) { + Rigidbody & rb = this->body; + if (prev_anim != 0 && rb.data.linear_velocity.x != 0) { for (Animator & anim : animators) { anim.active = true; anim.set_anim(0); @@ -139,3 +190,26 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { } } } + +void PlayerScript::shoot(const vec2 & location, float angle) { + RefVector<Transform> bullet_transforms + = this->get_components_by_tag<Transform>("player_bullet"); + + for (Transform & bullet_pos : bullet_transforms) { + if (bullet_pos.position.x == 0 && bullet_pos.position.y == -850) { + + bullet_pos.position = location; + bullet_pos.position.x += 20; + Rigidbody & bullet_body + = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); + BoxCollider bullet_collider + = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); + bullet_body.active = true; + BehaviorScript & bullet_script + = this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id) + .front(); + bullet_script.active = true; + return; + } + } +} diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index 482b40d..6875b05 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,5 +1,8 @@ #pragma once +#include "util/OptionalRef.h" +#include <chrono> +#include <crepe/api/Config.h> #include <crepe/api/Event.h> #include <crepe/api/Script.h> @@ -10,8 +13,19 @@ public: private: bool on_collision(const crepe::CollisionEvent & ev); + bool on_key_down(const crepe::KeyPressEvent & ev); + bool on_key_up(const crepe::KeyReleaseEvent & ev); + // bool on_key_up(const crepe::KeyReleaseEvent& ev); + void shoot(const crepe::vec2 & location, float angle); + void help_kick(const crepe::vec2 & direction); private: int prev_anim = 0; + std::chrono::time_point<std::chrono::steady_clock> last_fired; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0.5); + int current_jetpack_sound = 0; + + float & engine_gravity = crepe::Config::get_instance().physics.gravity; + crepe::OptionalRef<crepe::Rigidbody> body; }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index f136605..371bc42 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -145,11 +145,12 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { ); player.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); player.add_component<Rigidbody>(Rigidbody::Data { - .gravity_scale = PLAYER_GRAVITY_SCALE, + .gravity_scale = 1.0, .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), .collision_layers - = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE}, + = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE, COLL_LAY_BULLET + }, .collision_layer = COLL_LAY_PLAYER, }); player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; |